File size: 2,703 Bytes
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* This copyright notice applies to this header file only:
*
* Copyright (c) 2010-2024 NVIDIA Corporation
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the software, and to permit persons to whom the
* software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include <vector>
#include <stdint.h>
#include <mutex>
#include <unordered_map>
#include <d3d11.h>
#include "NvEncoder.h"
class NvEncoderD3D11 : public NvEncoder
{
public:
NvEncoderD3D11(ID3D11Device* pD3D11Device, uint32_t nWidth, uint32_t nHeight, NV_ENC_BUFFER_FORMAT eBufferFormat,
uint32_t nExtraOutputDelay = 3, bool bMotionEstimationOnly = false, bool bOPInVideoMemory = false);
virtual ~NvEncoderD3D11();
protected:
/**
* @brief This function is used to release the input buffers allocated for encoding.
* This function is an override of virtual function NvEncoder::ReleaseInputBuffers().
*/
virtual void ReleaseInputBuffers() override;
private:
/**
* @brief This function is used to allocate input buffers for encoding.
* This function is an override of virtual function NvEncoder::AllocateInputBuffers().
* This function creates ID3D11Texture2D textures which is used to accept input data.
* To obtain handle to input buffers application must call NvEncoder::GetNextInputFrame()
*/
virtual void AllocateInputBuffers(int32_t numInputBuffers) override;
private:
/**
* @brief This is a private function to release ID3D11Texture2D textures used for encoding.
*/
void ReleaseD3D11Resources();
protected:
ID3D11Device *m_pD3D11Device = nullptr;
private:
ID3D11DeviceContext* m_pD3D11DeviceContext = nullptr;
};
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